Newbie guide to party healing When you become a healer with the intent to party, you decide to take on responsibility for other peoples lives. This sounds big and important, but to be honest, no one gives a fuck. The thing people do care about is that by your mistake, other people could end up losing xp. So obviously, it is your job to keep everyone alive. This means your heal spell, cure serious wounds, cure critical or heal, depending on the party size (worth), should be at 100%. Only your first 3-4 parties is less acceptable. If it isn't 100% after that, your in over your head and should consider reincing a little lower. 95% Won't cut it. After you have gotten a 100% heal spell, you should train the corrosponding mastery, holy essence or mastery of healing, and preferably enhance healing too. Maxxing is recommended, but 80%-95% will do if you are seriously lakcing xp. These are the basic requirements to be able to heal HPs. To actually do it, you need to be aware constantly. If you use party report to see how many HPs the tank has, you are not aware. Use RDMP or create a trigger that returns 'party health' on every --------| New Round |--------. I haven't spent time figuring RDMP yet, but with a trigger on new round, every round you know exactly how many HP, SP and EP every member of the party has. Also, create 2 or 3 letter aliases for people you party a lot with, and maybe 1 for the tank. I myself alias 'ta' to the tanks name at the start of every party, so i always target ta, and don't accidentally use wrong names/spellings. With this setup you can be aware of problems, and respond quickly to it. But there is more to be aware off. As a part of a team, you are at least partially, and as healer it can be greatly, responsible for the rate with which xp is earned. In general a party consists of a tank, blasters/dmgers and a healer and maybe an abjurer. The tanks main responsiblility is being there, providing HPs and taking the hits for the rest of the party, although tanks can also skill some to do a some dmg. Mainly, tanks spent HP. Blasters and damagers use spells and skills to do damage. Mainly blasters spent SP and damagers spent EP. Now, with everyone spending, it is your job to make sure they get it back as fast as possible. Not only the HP for the tank, but also the SP and EP. For the EP you simply train either minor or major refresh to max, the SP are a bit harder. As soon as you reach lvl 5 in the martyr guild max martyric presence. Any and all XP should go to maxxing that, and after that holy cause. This is a nice spell that gives a slight increase in SP regenartion. The real turnpoint from small party healer to big party healer, comes as soon as you can learn the encourage regenaration spell in the avatar guild. Once you have a max heal spell, and a max refresh spell, this spell should be your one and only focus. Why? 1) in general you will have more SP users in a party then EP users 2) in general spells do a lot more damage then skills 3) Enreg is cast once, and will help the spellcaster for a long time without your having to check it or anything, while a refresh only returns a (very) limited number of EPs for a relative high cost. With a combination of enreg and martyric presence, you can keep a party away from tapping for a long time, if not for ever. And if the blasters dont tap, the damage wont slow, and if the damage doesn't slow, the incoming xp rate will stay constant. So, following the same reasoning, if you have the choice between an enreg and a refresh, cast the enreg. EPs is less important then SPs. The nasty thing about enreg though, is that you will have to have a trigger set up that somehow notifies you when an enreg falls, and on who it falls. You can not refresh it while it is still on, it has to be recast, and preferably as soon as possible. With this, you should be set to heal a party without anyone deing, and which has a continious high xp rate. Progression - which guilds to choose Well, weaver and healer are obvious. For those doubting, a martyr with party heal and party refresh doesn't compare to a healer with heal and major refresh. After healer you can choose either martyr or confessor. Martyric presence and party refresh are the obvious reasons to choose martyr, but goodwill, name recognition and money are less obvious, but no less valid, reasons to choose confessor. Most of the time, you will be waiting for people to pick you for your party. If they know your name, and think favorably of you because you've helped them out in the past with a haim or two, a dheal and a dref, the chances of getting picked do increase greatly. After either confessor or martyr, Avatar is the only choice. When you've maxxed avatar, you will not be a newbie healer anymore (although you will remain a general newbie for a while still). I would suggest getting the other gamma guild though, followed by a guild that lets you solo (ie has a useable blast spell) Other usefull skills/spells Sometimes you have some leftover xp you want to get rid of, or your just not really in a hurry to get max avatar yet, then healers have a few other usefull skills/spells. Training some off these to high though, will be a waste of xp. Weaver Required: if not healer cure serious or cure critical wounds and minor refresh, holy essence if you have any spells in this guild - know alignment, no higher then 75%, to see if a mob is evil or not. Good alignment can help certain spells. - essence eye, 60-80%, as said earlier, you should always be aware. It is very good to know if a heal takes 1 or 2 rounds. Most usefull when you also have Quick chant. - minor cleric staff, actually not a bad weapon, and if you get 1 level of enchanter at some point, you can shrink it, and wear andother nice weapon. - remove scar, earns you a bit of cash and increases your genereal helping ability/name recognition. - create food, hunger lvl affects regeneration, very important (to keep a good hunger lvl, you can also buy food). Healer Required: heal, major refresh, mastery of healing and enhance healing - estimate worth, earns cash and helping/recognition. - Reincarnate, actually a very good xp skill, although maxing it will always cost more then it will bring, since reincs are 'rare'. Martyr Required: martyric presence, heal companions, refresh companions and holy cause - other skills i have no experience with and seem unimportant to me, although you could study restore and invigorate companions instead of heal and refresh. Sacrifice life force seems usefull though. Confessor Required: prayer for healing, prayer for refreshment, prayer for mankind, pious words - all other prayers are usefull too, but dont need to be trained very high, 70-90 would do, i guess. AVatar Required: encourage regenaration, soul of the avatar, quick chant - cleanse soul, same as remove scars, but removes all scars in one cast, unnessary when you got remove scars. - feed companions, same reasons as create food, but WAY more usefull. - revive dead, same as reincarnate, but earns less xp and happens more often, needs ressurect trained! - avatar regenaration, a personal, better form of enreg, most effective with good alignment Lotus comments can be mudmailed to me, or to lotus@bempire.demon.nl